- Joined
- Jan 24, 2014
- Messages
- 17
- Reaction score
- 25
- First Language
- German
- Primarily Uses
Foreword: In case you are familiar with the german language, this is my original post - might be a bit less broken.
Hi there community!
About a year ago, I found PK8's above mentioned script by pure accident, and I instantly loved it to pieces - it just expands the graphical capabilities of the RMXP in such a ridiculously vast way, all that without stressing your CPU or being overly complicated - to make a long story short: I quite like it.
Although I really love the script, I had to admit that it has one or two disadvantages that slightly bugged me, mostly the calculations that you had to do when setting up a tile from a tileset - getting all the math done in your head is quite tricky and pretty annoying.citation needed
Since I am a real sluggard when it comes to - well, anything - I wrote a small tool (for me) that - at first - could load a tileset in .png format and that would show you the corresponding number of a tile when pointing the mouse at it.
Over time, I added more and more laziness functions to the program until I eventually thought that it might be advanced enoughcitation needed to be released to the public.
In addition to the pick mode there is now also an edit mode, which can be accessed by clicking left, where you can specify the nine "most useful" additional parameters of a tile (angle, blending, bush depth, hue, mirror, opacity, size, scroll formulas, z coordinate) and see the ingame representation in real time (exept hue changes - just click on the word "hue" after changing the value to actually render the tile).
Once you're happy with your tile and its parameters, one click on the dump to clipboard button copies the whole code preformatted to - you guessed it - the clipboard, ready to be posted into the RMXP script editor itself.
Three remarkably meaningful screenshots:
Controls
In the main menu, you hover the mouse around to get the ID of the tile at the cursor position; clicking right opens a menu where you can actually load a tileset, use the "calculator" (asking you for both the x and y coordinate; pretty much just a cheap n*32 shortcut) or exit the program.
Clicking left on a tile switches (as said) to the edit mode, allowing you to alter the parameters of the tile. To do so, just hover over one of the parameters and change its value by rotating the mouse wheel up or down (exept for the scroll formulas and the dump-to-clipboard option, obviously; use the left mouse button for those instead).
Clicking right in edit mode brings you back to the pick mode.
One big flaw that I need to mention is the fact that the Unlimited Layers Helper (#name #creativity) cuts a tileset if its height is greater than the maximum texture resolution that the host computer's graphics card supports (2x pixel).
For the normal user, this might be no big deal, e.g. the whole RTP is compatible with the program, and most contemporary computers should be able to load textures with edge lengths up to 16384 pixels (512 tiles).
However, here ist the actual binary for your mapping pleasure.
Greetings, Shabz
P.S.: This is my very first post here, so - I apologize for any inconvenience.
Hi there community!
About a year ago, I found PK8's above mentioned script by pure accident, and I instantly loved it to pieces - it just expands the graphical capabilities of the RMXP in such a ridiculously vast way, all that without stressing your CPU or being overly complicated - to make a long story short: I quite like it.
Although I really love the script, I had to admit that it has one or two disadvantages that slightly bugged me, mostly the calculations that you had to do when setting up a tile from a tileset - getting all the math done in your head is quite tricky and pretty annoying.citation needed
Since I am a real sluggard when it comes to - well, anything - I wrote a small tool (for me) that - at first - could load a tileset in .png format and that would show you the corresponding number of a tile when pointing the mouse at it.
Over time, I added more and more laziness functions to the program until I eventually thought that it might be advanced enoughcitation needed to be released to the public.
In addition to the pick mode there is now also an edit mode, which can be accessed by clicking left, where you can specify the nine "most useful" additional parameters of a tile (angle, blending, bush depth, hue, mirror, opacity, size, scroll formulas, z coordinate) and see the ingame representation in real time (exept hue changes - just click on the word "hue" after changing the value to actually render the tile).
Once you're happy with your tile and its parameters, one click on the dump to clipboard button copies the whole code preformatted to - you guessed it - the clipboard, ready to be posted into the RMXP script editor itself.
Three remarkably meaningful screenshots:
In the main menu, you hover the mouse around to get the ID of the tile at the cursor position; clicking right opens a menu where you can actually load a tileset, use the "calculator" (asking you for both the x and y coordinate; pretty much just a cheap n*32 shortcut) or exit the program.
Clicking left on a tile switches (as said) to the edit mode, allowing you to alter the parameters of the tile. To do so, just hover over one of the parameters and change its value by rotating the mouse wheel up or down (exept for the scroll formulas and the dump-to-clipboard option, obviously; use the left mouse button for those instead).
Clicking right in edit mode brings you back to the pick mode.
One big flaw that I need to mention is the fact that the Unlimited Layers Helper (#name #creativity) cuts a tileset if its height is greater than the maximum texture resolution that the host computer's graphics card supports (2x pixel).
For the normal user, this might be no big deal, e.g. the whole RTP is compatible with the program, and most contemporary computers should be able to load textures with edge lengths up to 16384 pixels (512 tiles).
However, here ist the actual binary for your mapping pleasure.
Greetings, Shabz
P.S.: This is my very first post here, so - I apologize for any inconvenience.
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